It worked fine but I wonder what the difference is with more power? I did 2 damage per shot in the beginning, and with 24 in power I still only did 2 in damage...? With so little damage I died from a lvl 2 mantra...

Mike

Tried it again and clicked the right mouse button! It would be nice if there was a skill to upgrade the shots as well, but maybe that is done by weapon upgrades?

The right button skill makes the game a lot easier (especially the lvl 2 octopus) but the mantras are really difficult to hit with the stone.

@Mickelukas: For the moment, you can only upgrade your life & energy. But soon you'll be able to get new skills and new powers. The stone power will not be a default power, you'll have to get it from the evolution map. For the weapon, upgrades will be hidden in the game. New weapons will also be hidden.@Drenius: Sorry for the trouble. Do you have a screenshot or a java console info that can help me finding out what is your problem?

As you can see on this picture, the skatefish has been redesign and is now harmless.

Enjoy !

@Drenius: In this update, I put all logs from the console in a file "farsky.log" that I can use for debugging. This file should appear in the folder where you put the launcher. Please copy/paste it so I can understand where your problem comes from. I can not do it otherwise as I tested the game on several computers without having any trouble ( I can not reproduce your bug..).

Thanks Mickelukas for your feedback !Does it happen all the time (did you try at least another time) ? Cause it seems that the game was running just fine with you before this update.It seems to me that maybe the problem is that I write the log file in two different threads.

Thanks again for your time Mickelukas, your feedback is precious I just realized that only standard output stream was printed in the log file, and not standard error output stream. (I used System.setOut but not System.setErr when setting log file).Now errors are printed in the log file.I don't think it is a deadlock issue, but who knows. Please tell me if the log file looks any better

Thanks again for your time Mickelukas, your feedback is precious I just realized that only standard output stream was printed in the log file, and not standard error output stream. (I used System.setOut but not System.setErr when setting log file).Now errors are printed in the log file.I don't think it is a deadlock issue, but who knows. Please tell me if the log file looks any better

Much better

Exception in thread "main" java.lang.NullPointerException at game.p.c.a(Unknown Source) at game.p.e.e(Unknown Source) at game.p.e.a(Unknown Source) at game.a.c.a(Unknown Source) at game.a.c.a(Unknown Source) at game.d.a.a.a(Unknown Source) at game.d.a.b.a(Unknown Source) at game.d.d.a(Unknown Source) at game.i.h.a(Unknown Source) at game.Main.c(Unknown Source) at game.Main.main(Unknown Source)

Great Mickelukas, the problem is now fixed. It was due to multi threading. Fishes asked for world coordinates but the world was not generated yet Now I look at your problem Drenius . You're right, I used most of the texture part from Overbind game. Yet I'm glad to see that your graphic card sends back a clue.Thanks again for the feedbacks !This multi threading bug kept me awake, now I need some rest

@Drenius: after some research, it seems that this problem is related to your graphic card. Yet I'd rather be sure. Can you give me your graphic card specification please? (I expect it to be an ATI radeon, but the references would be useful to be sure if the game should work correctly or not).

I'm not sure your graphic card is the problem. There is not a lot of information about this problem on the web, and most of them are ending up on a hardware issue. Yet I was not convice and kept searching, I found some interesting info today and I hope I found a solution. For shader linking, I'm using the ARB extension (as mentioned in LWJGL tutorial). But some of the most recent drivers could have some trouble to handle it. Plus I checked with AMD software and there is no problem within the shader code, so it must be a linking issue. Plus you had the problem with Overbind game, I used the ARB extension too and the shader code was not the same.I'll change the linking function calls for next update (on Friday) and hope it will work for you

The main goal of this update is really to make the game more fun to play.The gameplay has been improved and new features have been added. I hope you'll like it.

New features are:- add: critical hit- add: blood spatter- add: synaps physically exist and need to be collected- add: jellyfish enemy- add: object interaction. Press action button to interact with it- update: pieces of ship are always visible in the map- update: piece of ship is now a fan- update: a ray of light is pointing at the pieces of ship- update: stage 0 piece of ship is protected by Shell enemy- update: stage 1 piece of ship is protected by Octopus enemy- update: Octopus tentacle crash attack can be skirted- update: Octopus tentacle crash attack makes more damage- update: Octopus spear attack is easier to avoid- update: Shell behavior- update: top light is reflected on fishes- update: Shell enemy is not hurt the same way everywhere- update: life and name appear only for bosses- remove: power switching- fix: shader manager does not use ARB extension anymore- fix: error when going deeper than the expected level of stage 1

If you do the power jump (I guess it's swimming?) as you win the game, the sound for it gets stuck on, and persists even through to the menu screen. Basically, the swim sound gets stuck on forever, and it's relatively annoying. But other than that it seemed really well done, I didn't experience any bugs that I could tell, other than that one right at the end.

@Drenius: Well, that's some bad news. I wish I could find what your problem is. I did some more research and I must say I start to believe that it could be a problem with your graphic card. Some ATI drivers could have trouble when it comes to run GLSL (shaders on top of an openGL implementation). People are saying they have blackscreens or no textures. The only solution I see now would be to update your driver, if an update is available. I saw on forums that it fixed it for some people. I wish I could do more...@bilznatch: Actually it is a jetpack, but for the moment there is no clue to guess it. I see what bug you are reffering to, I'll fix it. Thanks for the feedback @Mickelukas: I 'm keeping the idea that during your exploration, you see some random encounters. Of course for the moment there are only jellyfishes, but I'll add more dangerous enemies later on. I think this is really important as it keeps the game surprising and fun. I just need time to add enemies . About the fact that it's really fast to finish the game now, I agree. This will be fixed with more content in the near futur and difficulty adjustment.

Again, I spent some time thinking about how to make the gameplay more fun and original and also less shooter. So this update is mainly focused on changing the weapon (you have a knife and a slower harpoon now) and also on bringing up a new feature: the energy slicer !As the goal of the game is to go really really deep (you will be able to reach the dark abyss!), you now can split your suit energy to manage the water pressure and temperature. You will also have some other parameters to manage in the futur, such as lighting, oxygen (when you'll be able to use the vessel), ...

If you go too deep and the pressure is too high, your suit starts cracking and you will die after a certain amount of time:

And if you go too deep and the temperature is too low, your suit begins to freeze, and you can also die:

The energy slicer is looking like this. It replaces the previous suit evolution system which was... not so good on my opinion. But the energy slicer fits perfectly now

This update is mainly focused on a new enemy... the shark!There are also some other stuffs, such as more vegetation, quantum attracted by the player, a short get up animation at the beginning, and more.

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